Armor Class 19 Plate
Hit Points 80 (7d10)
Speed 40 ft., Fly 40 ft.
STR
18 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +7, WIS +7
Senses Darkvision 60ft, Passive Perception 17
Languages Common Can understand it, Draconic Understands it, but can express his emotions through his connection
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Predator Drive . As an action, Adrax can close in on himself to become more aerodynamic while engaging his "Hunter Engines." When he does, His speed changes to 300 feet and He and/or his rider can only take the dash or dodge action. The mounted Weapons become disabled as well. He can come out of this mode the following turn as a bonus action. 

Airborne Hunter. Any time he hits a creature or object that has a Fly speed, he deals an additional 4d8 damage to it as he is designed to hunt airborne prey.

Weapons PlatformAdrax can have one mounted turret of any kind at one time. The rider is proficient in said weapon and can gain advantage by a help action from Adrax. When the weapon is not manned, Adrax can bring the weapon into his body to fire. The rider can use a bonus action to engage the the turret and mount it as a free action. Each weapon has 10 "shots" they can use before they take an action to reload. Adrax starts with the "Mounted twin machine guns" but can add different options through Faeons shop. 

Draconic Essence. When you summon the drake, choose a damage type: acid, cold, fire, lightning, or poison. The chosen type determines the drake’s damage immunity and the damage of its Infused Strikes trait.

 

Actions

Rending Claws. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB piercing damage.

Mounted Twin Machine Guns: Ranged Weapon Attack: +3 plus PB to hit, Range 100/300. One Target. Hit: 4d6 Plus PB Piercing damage.

Reactions

infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 damage of the type determined by its Draconic Essence.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

kaboom101

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